ELADRIN IN PATHFINDER (RP 17)
Eladrin are almost unheard of in modern-day Khorvaire. Their society has hidden behind powerful illusory veils and shifting realities for millennia. In ancient history however, one of their veiled cities was discovered, ransacked, and destroyed by the ancient giant society of Xen'drik, it's people taken and experimented on to create elves and drow, who lost most of their cultural heritage under giant enslavement. However, since the Day of Mourning the eladrin's veils and world-shifting cities have failed. The Eladrin Feyspires have now become stuck in the fabric of the cosmos, them and their people anchored to the material plane.
Eladrin might become adventurers to solve the mystery of the cosmically-stuck Feyspires, or to explore the current society they are now stranded in. They often attempt to pass themselves off as elves, as they bear a striking resemblance to them, with the exception of their solid-color eyes.
STANDARD RACIAL TRAITS
•+2 Dexterity, +2 Intelligence: Eladrin share much of the same graceful form as the elves that were created from them, but do not suffer from their 'mortal frailties'.
•Fey: Eladrin are Fey creatures. They eat and breathe, but do not sleep (see Trance below). Eladrin originating from the Feyspires are native to the material plane. Other eladrin are native to Thelanis.
•Medium: Eladrin are Medium creatures and have no bonuses or penalties due to their size.
•Normal Speed: Eladrin have a base speed of 30 feet.
•Languages: Eladrin begin play speaking Common and Sylvan. Eladrin with high Intelligence scores can choose from the following: Auran, Celestial, Elven, Giant, Syranian. See the Linguistics skill page for more information about these languages.
•Weapon Familiarity: Eladrin are proficient with glaives and longswords.
•Fey Immunities: Eladrin are immune to magic sleep effects and gain a +2 racial bonus on saving throws made against enchantment spells and effects.
Feat and Skill Racial Traits
•Eladrin Education: All eladrin study magic andtheir race's storied history, and each member of the race receives specializedtraining in their field of choice. Eladrin gain a +2 racial bonus to Knowledge (arcana)and (history) checks. In addition, they choose any one skill and gain thatskill as a class skill.
•Low-Light Vision: Eladrin can see twice as faras a race with normal vision in conditions of dim light.
•Fey Step: Eladrin can use dimension door as a spell-like ability, once per day.
•Trance: Eladrin do not sleep like other fey creatures do. They only require 4 hours of rest where other fey creatures require 8. They experience dream-like visions while trancing, so they are not immune to magical dream or nightmare effects, like Kalashtar are, and they still take the penalty to Perception checks to notice their surroundings while in a trance. If a class or ability requires 8 hours of rest, the eladrin is required to rest the full 8 hours, but only need trance for 4 and is aware of their surroundings for the remaining time.
•Noble Lineage: Some eladrin are born to a noble caste. Choose one eladrin racial class, such as bralani or ghaele; the eladrin may take levels in that eladrin racial class, and may not take levels in any other eladrin racial class. Eladrin can consider their chosen racial class a favored class in addition to one other base or core class. They gain the normal favored class bonus for every level of their chosen racial class, regardless if they gain a Hit Die that level or not.
Favored Class Options
The following favored class options are available to all characters of this race who have the listed favored class, and unless otherwise stated, the bonus applies each time you select the favored class reward.
•Cavelier: Add +1/6 additional daily use of the eladrin's racial dimension door spell-like ability.
•Tactician: The tactician can trade 1/5 uses of the Hustle class feature per day to allow one ally with 30 feet (excluding himself) to use dimension door as a spell-like ability as an immediate action. The caster level for this ability is the eladrin's character level.
•Wizard:Select one arcane school power at 1st level that is normally usable a number of times per day equal to 3 + the wizard's Intelligence modifier. The wizard adds +1/2 to the number of uses per day of that arcane school power.